Rummikub in one page
2–4 players · Rummikub set (106 tiles, racks) · score pad
Each player takes 14 tiles and tries to empty their rack by playing groups (three or four of the same number in different colors) and runs (three or more consecutive numbers in one color). Your first play must total at least 30 points from your own rack. After that you can rearrange any sets on the table, and if you can't or won't play, you draw one tile.
In brief
- Tiles face down; highest pick goes first; 14 tiles each
- Group: 3 or 4 of one number, all different colors
- Run: 3+ in a row, one color; 1 is always low, no 13-1
- First play: 30+ points from your own rack only
- Can't or won't play? Draw 1 tile; your turn ends
- No playing a tile you just drew until next turn
- After your first meld you can rearrange any table sets
- Every set legal at end of turn, or undo and draw 3
- Joker: any tile; retrieve by replacing, use it same turn
- 1 minute per turn; over time = draw a tile
- Go out: call "Rummikub!" Losers score minus rack total
- Joker on rack = minus 30; winner gets the sum
Setup
- Place all 106 tiles face down on the table and mix them well. Give each player a rack.
- Each player picks one tile. Whoever draws the highest number goes first. Return those tiles to the table and mix again.
- Each player takes 14 tiles and stands them on their rack so nobody else can see the faces.
- The tiles left face down on the table are the pool. Play moves to the left, clockwise, starting with the first player.
- Agree on how many rounds to play. Under the official rules a round is as many games as there are players: two games with 2 players, three with 3, four with 4.
On your turn
- Before your initial meld: lay down one or more sets from your rack that total at least 30 points, counting each tile at face value. You may not use tiles already on the table for this. If you can't reach 30, draw one tile from the pool and your turn ends.
- After your initial meld: play tiles from your rack by starting new sets or adding to sets already on the table, including other players' sets.
- You may also manipulate the table: split runs, move tiles from one set to another, or add a fourth tile to a group and take one out. Every set on the table must be a legal group or run when your turn ends, and you must play at least one tile from your rack.
- If you can't play any tiles, or choose not to, draw one tile from the pool. Drawing ends your turn, and you can't play the tile you just drew until your next turn.
- You have 1 minute per turn under the official rules. If you run out of time, draw a tile and your turn ends. If the table is left in a mess you can't fix, put back the tiles you moved, take back the tiles you played, and draw 3 tiles as a penalty.
Scoring
| Numbered tile (1–13) | Face value |
| Joker left on your rack | 30 penalty points |
| Joker used in your initial meld | Value of the tile it stands for |
| Player who goes out | Plus the total of all other players' penalties |
| Initial meld minimum | 30 points, from your own rack only |
Winning
At the end of the last round, the player who won the most games wins the session. If players are tied on games won, the one with the highest total score wins. You can also agree to skip rounds and play to a point total or a set number of games.
gamesrulesexplained.com/rummikub/ · rules checked September 2026 · RUMMIKUB is a registered trademark of Orly Fidelman. The game is manufactured by Lemada Light Industries Ltd.